Title: Analyzing Games
1Analyzing Games
- staffanb_at_cs.chalmers.se
2Structure of todays lecture
- Motives for analyzing games
- With a structural focus
- General components of games
- Example from course book
- Example from Rules of Play
- An Activity-centric Approach
- Component Framework
- Presentation of Assignment 2
3Reasons to analyze games
- Common structures
- Deeper understanding of what games are
- Identify differences
- What works and what doesnt work
- Prove hypothesis
- Find or isolate problems
- Learn how a game works
- How it affects people
- How one can reproduce the effects
4Example Quake and Go Fish
5Example Quake and Go Fish
- Comparison to understand what games consist of
- Identify formal and dramatic elements
- Find a definition
- Closed, formal system
- Engages players in structured conflict
- Resolves in an unequal outcome
6Example Quake and Go Fish, cont.
- Formal elements
- Players
- Objectives
- Procedures
- Rules
- Resources
- Conflict
- Boundaries
- Outcome
- Dramatic elements
- Challenge
- Play
- Premise
- Character
- Story
7Ways of studying games
- Structural what does a game consist of?
- Interaction design gameplay
- Operational processes - programming
- Problem solving game theory
- Events and stories narratology (more next
lecture) - Operational - how is a game played?
- What do players do when playing?
- Self-organization
- Social structures
- Extra-game motivation and consequences
8Ways of studying games, cont.
- Motivational - Why is a game played?
- Learning
- Immersion - Catharsis?
- Social activity
- Creativity
- Player-focused - Who plays games?
- What player groups exist?
- When, why and how do people start playing games?
- When, why and how do people stop playing games?
9Perspective of games in Rules of Play
- Game Design Schemas
- Rules
- Play
- Culture
- Core Concepts
- Meaningful Play
- Design
- Systems
- Interactivity
- The Magic Circle
- Rules
- Three Levels of Rules
- Emergent Systems
- Systems of Uncertainty
- Theory Systems
- Systems of Information
- Cybernetic Systems
- Game Theory Systems
- Systems of Conflict
- Play
- Play of Experience
- Play of Pleasure
- Play of Meaning
- Narrative Play
- Play of Simulation
- Social Play
- Culture
- Cultural Rhetoric
- Open Culture
10Rules of Play example Tic-Tac-Toe
11Rules of Play example Tic-Tac-Toe
- Operational Rules
- Rules of Play
- Written rules in traditional games
- Constituative Rules
- Underlying formal structures
- Implicit Rules
- Good sportsmanship
- Let other player take back a move
12An Activity-centric Approach to Game Research
13One perspective Interaction Design
- The design area which focuses on interaction
- Computational technology a powerful enabler
- Describing the interaction in games
- Game Design Patterns
- Describing the facilitators of that interaction
- Component framework
14The Component Framework
15Component Framework
- An activity-based model of game interaction
- Includes traditional concepts used to describe
games - Player, element, rule, goal, etc.
- Lays out the details of how games are constructed
- Describe, analyze and compare games
- Game state assumed
- Playing the game is making changes in the game
state! (and getting and refining information
about the game state)
16Component Framework
17Holistic
- How the activity of playing the game is divided
- Game Instance whole lifetime of the game
- Game Session the whole activity of a player
playing one game - Play Session a player actively playing the game
- Extra-game activities activities related to game
- Set-up/down preparatory and end game activities
18Game Instance
- Setting up the game
- All the actions of all the players participating
in the game - Ending the game and determination of the final
outcome - Activities required to restore or clear the game
state after playing the game
19Game Instance A typical Chess game
- Two players decide to play Chess
- Beginning of a game instance of Chess
- Setting up the initial board and determining who
is playing which side - The actions of both of the players
- Determining the outcome and possible impact
outside this game instance (tournament etc.) - Clearing the game state
- Players put the board and pieces away
20Game Session
- Complete activity of one player participating in
a game instance - Player specific
- Chess game instance has two game sessions
- Usually game instance and game session coincide
in time
21Game Session Examples
- Asteroids
- Player puts in coins set-up
- Plays the game until loses all lives play
session - Enters initials to the high-score list set-down
- Massively Multiplayer Online Role-Playing Game
- Player creates a character set-up
- Logs in to play every now and then several play
sessions - Finally decides to stop playing the game and
removes the character set-down
22Play Session
- The length of time one player is actively playing
the game - One game session can consist of many play
sessions - But in many games game and play sessions coincide
- Play session consists of all the player actions
during the session - Can be described as a sequence of changes in
modes of play
23Play Session Examples
- Asteroids
- The same as the game session for one player
- Strategy games
- Player can save the progress, close the game and
come back later - Many player controlled play sessions
- Play-by-mail Chess
- Player opens the envelope
- Makes his move by writing it on a piece of paper
- Sends the move sheet to the other player
24Set-up Session
- Game Instance
- Set-up the initial game state
- Invite players
- Allow the game to start
- Game Session
- The player or the facilitator configures the
initial starting position in the game - The player registers to the game
- Play Session
- Prepare the play session
- Log in the game, select profile etc.
25Set-down Session
- Game Instance
- Declare that the game has ended
- Determine the final outcome
- Return the initial game state if need be
- Usually the facilitator takes care of this
- Game Session
- The players initial state restored or removed
altogether - Take care of possible meta-game effects
- Play Session
- Save the current state for further play sessions
- or end the game session
26Extra-game activities
- Activities related to the game but do not have a
direct effect on the game state - Planning activities
- Creating strategies
- Modifications to the game
- Skins in Sims
- Game mods
- Create new games!
- Acquiring equipment or game elements
- Buying a booster pack for Magic the Gathering
- Using the game for other purposes
- Creating movies, stories, or stunt shows
27Boundary Components
- Limit the player activities by allowing certain
actions and making some activities more rewarding.
- Rules dictate how everything works!
- Modes of Play different phases of the game
- Goals and subgoals motivation for playing the
game in certain ways
28Rules
- Limit player actions
- Describe and lay out the boundaries of the game
- Govern how the other components of the framework
are instantiated - Meta-components
- Static or dynamic
- Chess vs. Nomic
- Explicit or implicit
- Rules explicitly known to the player
- Rules hidden in the game system
29Modes of Play
- Different phases or sections of the game where
- Actions are different, or
- Goals are different, or
- Interface is different, or
- Players are different
- Changes between modes governed by rules
- Modes can have sub-modes
30Modes of Play Examples
- Taking turns in Chess
- While the other player makes his move the player
cannot move his pieces - Inventory mode
- Many adventure and RPG computer games have a
different mode for manipulating the inventory - Different phases in board games
- Diplomacy has diplomatic, action and turn
resolution phases - Eating the power pill in Pac-Man
- Possible to hunt the ghosts!
31Goals and subgoals
- Define the game states the player tries to
achieve - Motivation for playing the game
- Achievement
- Almost always nested hierarchies or networks
- Subgoals of subgoals of subgoals etc.
- Can be player defined during the play
- SimCity and Sims
32Goals and subgoals Examples
- Pac-Man
- Get as high score as possible
- Complete the level
- Eat a dot
- Eat a power pill
- Eat as many ghosts as possible during the effect
of the pill
33Temporal Components
- Describe the flow of the game play and define the
changes in the game state
- Actions what the player can do
- Events what are the game state changes
- Closures meaningful game state changes
- End conditions determine changes of mode of play
and closures - Evaluation functions determine the outcome of an
end condition
34Actions
- What the player can do to change the game state
- Explicit or implicit
- Directly available through controller or the UI
- Hidden in the game system
- Text adventures
- The way to change the game state
- Not the actual physical movement of pressing the
button - Related to the interface
35Actions Examples
- Pac-Man
- Movement up, down, left and right using the
joystick - Asteroids
- Steer left or right
- Use the rocket to move the ship
- Shoot bullets
- Space invaders
- Move left or right
- Shoot a bullet
36Events
- Changes in the game state
- Perceivable to the players
- Change of mode of play, closures
- Consequences of the actions
- Own actions
- Other player actions
- Game system generated
- Computer controlled opponents
- Gravitation, inertia and other automatic events
37Events Examples
- Pac-Man
- Pac-Man starts to move the direction
- Eats a pill
- The ghosts move, regenerate etc.
- Tetris
- New block appears
- The block starts to fall down
- The block gets stuck
- Full rows are removed
- The game ends
38Closures
- Quantifiable and meaningful player experiences
normally associated with game state changes - Associated with goals
- Reaching a goal (winning condition)
- Failing to reach a goal or losing the game (loss
condition) - Closures happen when playing the game, goals are
part of the game - Not necessarily defined as particular game states
- Borderline between first and second order game
design concepts, may be player defined - Normally deeply nested
- Subclosures of subclosures of subclosures
39Closures Examples
- Pac-Man
- Eating a pill
- Eating a power pill
- Eating a ghost
- Eating all the ghosts
- Finishing a level
- Losing a life
- Losing all lives
- Getting the high score
- Etc.
- Civilization
- Founding a city
- Completing a building/unit
- Completing research
- Winning a fight
- Discovering a hut/nation
- Eliminating an opponent
- Traveling to a star
- Etc.
40End Conditions and Evaluation Functions
- End condition is a game state requirement for
- Switching the mode of play
- Completion of a closure
- End of a game instance, game or play session
- Always associated with an evaluation function
- Together define win and loss conditions
- Evaluation function defines what is the outcome
of the end condition
41End Conditions and Evaluation Functions Examples
- Pac-Man
- Eating a pill Pac-Man moves over the pill -gt
more points - Finishing a level All pills eaten -gt progress
to next level - Etc.
- Chess
- Check mate opponents king the king cannot move
-gt the other player wins
42Structural Components
- Define the parts of the game which are
manipulated by the players and the game system
- Interface provides players information about the
game state and possible actions - Game Elements components that contain the game
state - Players entities that try to achieve their own
goals within the game - Game Facilitator synchronizes the game state
43Interface
- Provides the player information
- The game state
- What actions are available
- Provides the player access to the actions
- What the player has to physically do to perform
the action - Can help to express the theme of the game
- Audio-visual style
44Interface Examples
- Chess
- The board laid out as 8X8 grids
- The pieces on the grids define the game state
- The player can move the piece by picking it up
and putting it down - Pac-Man
- Joystick for controlling the movement of the
Pac-Man - The level is shown on the screen
- Audio effects related to events
45Game Elements
- Physical and logical components that contain the
game state - Can be manipulated by player actions and game
events - Usually have attribute values that define their
abilities - Type
- Who controls
- What does it look like
- Etc.
46Game Elements Examples
- Elements that define the game world
- Chess board
- The landscape in a strategy game
- The geography of a fantasy role-playing game
- Elements that personify the player
- Pac-Man
- Asteroids ship
- Players avatar in the RPG
- Elements that are controlled by the player
- Units in a strategy game
- Chess pieces
47Players
- Representation of entities that are trying to
achieve the goals in the game - Change the game state through actions
- Can be human players or computer controlled
- Can compete against each other
- Can cooperate with other players
- Different ways of analysis
- Ghosts in Pac-Man as other players
- Tetris as a two player game?
48Players Examples
- Pac-Man
- The player controls the yellow Pac-Man
- Avoids the ghosts
- Computer controls the ghosts
- Try to catch Pac-Man
- Similarities to Tag
- Chess
- The white and black player try to eliminate each
other - MMORPGs
- Thousands of players represented by avatars in
the game world
49Facilitator
- Takes care of setting up the game
- Synchronizes the game state
- Can be players themselves
- Children games
- Ultimate arbitrator of disputes between the
players and the game system
50Facilitator Examples
- Tag
- The players define the boundaries
- The players keep track who is it
- Pac-Man
- The computer inside the arcade machine
- Tabletop RPGs
- The game master
51Exercise 2
52Task
- Take 2 games from one genre (e.g. FPS, RTS,
MMORPG, Puzzle Game) and compare the gameplay
they provide - Take games you have played or have access to
- Use component framework and your definitions from
exercise 1 - the games do not have to be games according to
your definition(s) - The report shall also contain general description
of the games and gameplay - The report shall also discuss what did not emerge
from using the component framework
53Requirements
- Number of people 2
- Form groups yourself
- Deadline 20080214
- Length maximum of 8 pages
- Be able to explain both where the two games are
similar and where they differ. Advantage if they
can be used to explain differences in overall
gameplay. - Make use of the component framework
- Make use of other concepts (e.g. the different
types of rules and magic circle) - Fridays lecture is useful
- and so is next Fridays again
54Thank you!